You can bond to a weapon. When you bond to a weapon this way, you can choose to use your Wisdom modifier in place of its regular attack and damage modifier. Additionally, you can use your bonus action to call the bonded weapon to you to transform them.
You can cast Detect Evil and Good, Detect Magic, or Detect Poison and Disease once per long or short rest. You do not need material components. You can cast Pass without a Trace a number of times equal to ½ your Wisdom modifier (round down) per long rest, minimum 1. You do not need material components.
You can use your action to heal yourself (or an ally within 5 feet), the heal value is calculated as if you had used a hit die to heal during a short rest.
You can do this a number of times equal to ½ your proficiency bonus per short or long rest.
You gain the ability to run across vertical surfaces. If you end your turn in this movement, you fall prone.
Lastly, when the person you are bonded to is hit, you can use your reaction to dash to their side (if in movement range), and take the hit for them. If your AC is higher than the triggering attack, it misses, otherwise you take the damage.







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